I want to draw a mesh from the viewpoint of a specific camera into a render texture using Graphics.DrawMeshNow(). I've managed to get this working when rendering to regular render texture (non-VR). However, when targeting VR render texture using Single Pass Stereo, I can't seem to figure out how to set it up properly for the mesh to be rendered into the render texture correctly. Same goes when rendering using CommandBuffers. They work fine if using some event like AfterForwardOpaque, but when using events like AfterDepthNormalsTexture, stereo will not be set up and the render texture will be incorrectly written. Does anyone have any experience of this?